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I wanted to run Stand and deliver as a "short campaign" in 3.5e which it was written for. I don't feel like converting it to Pathfinder and using Pathfinder Rules. I kinda want to run a "throw back" to 3.5e. I really like the setting and ran a year and a half long 3.5e campaign in it 2 years ago.
PC Creation
1. No evil aligned PCs.
2. 32 point buy for abilities.
3. PHB the Guide to the Sovereign Lands,other Kalamar books like Friend and Foe, Complete Warrior, Complete Divine, Complete Arcane, Complete Adventurer and the Spell Compendium only for feats, races and spells.
4. PHB and Guide to the Sovereign lands classes only
5. Maximum starting gold.
6. If a feat in the Kalamar books is over balanced I reserve the right to ban it.
I'll use block Initiative for the game.
Thanks for reading :)

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Before I show interest, I'd like to know how far (as in RL time and PC level) do you expect to go with this? I like long term commitment to my characters, especially if I'm going to have to remember rules from a system which is distant in the past for me.
I was going to do one scenario but I can continue it afterwards. We'll see if there's any interest.

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This is my (Anthorg's) human cleric. Since I don't have the Kalamar material, I kept to what I have, but needed to keep the background story without setting specifics. I still haven't picked my deity and domains, but am leaning towards The Stormlord with Strength plus one other domain which I wish I could read first.

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@Duraz there's some information here gods
There's a lot of information in Divine Masters
@Helikon great. I think we've played in a PFS game before.
@Daniel - great!

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OK, here is the first draft for my character...any suggestions are welcome.
UNNAMED HERO CR 1
Male Half-Elf Monk 1
LN Medium Humanoid
Init +3; Senses Low-Light Vision; Listen +6, Spot +6
Languages Common, Elven
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AC 16, touch 16, flat-footed 13
. . (+3 Dex)
hp 12 (1d8+1)
Diamond Body (Su)
Fort +3, Ref +5, Will +5
---------------------
Speed 30ft.
Melee weapon Flurry of Blows -1/-1 () and
. . Unarmed Strike +1 (1d6+1)
Space 5 ft.; Reach 5 ft.
Base Atk +0; Grp +1
Atk Options Flurry of Blows (-2, 1 extra attack)
Combat Gear (none)
---------------------
Abilities Str 12 Dex 16 Con 12 Int 10 Wis 16 Cha 10
SQ +2 to saves vs Enchantments, Combat Reflexes, Improved Armor Class, Improved Unarmed Damage (1d6), Improved Unarmed Strike
Feats Combat Reflexes, Improved Unarmed Strike, Monk Weapon Proficiencies, Toughness
Skills Balance +5, Climb +3, Diplomacy +2, Gather Information +2, Hide +5, Jump +3, Listen +6, Move Silently +5, Search +1, Sense Motive +5, Spot +6
Possessions combat gear plus Money, Monk's Outfit (Free)
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+2 to saves vs Enchantments +2 save bonus vs Enchantments.
Combat Reflexes You can make extra attacks of opportunity.
Flurry of Blows (-2, 1 extra attack) Make Flurry of Blows attack as a full action.
Improved Armor Class The Monk adds his Wisdom bonus to AC, more at higher levels.
Improved Unarmed Damage (1d6) The Monk does lethal damage with his unarmed strikes.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.

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@Duraz there's some information here gods
There's a lot of information in Divine Masters
Ok, thanks for the links! I still can't find the Tempest Domain anywhere and can't afford a book now. Could someone be kind enough to post the granted power and spells of that domain? Anyway, if that isn't possible, I already know which I'm picking excluding Tempest.

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Qstor wrote:Ok, thanks for the links! I still can't find the Tempest Domain anywhere and can't afford a book now. Could someone be kind enough to post the granted power and spells of that domain? Anyway, if that isn't possible, I already know which I'm picking excluding Tempest.@Duraz there's some information here gods
There's a lot of information in Divine Masters
TEMPEST DOMAIN
Deities: The Storm Lord, The Creator of Strife.Granted Power: You can see normally in fog and rain.
Natural or magical wind effects treat you as if you were two size
categories larger.
TEMPEST DOMAIN SPELLS
1 Flash of Lightning.* Creates a blinding sphere of light.
2 Thunderclap.* Deals 1d4 points of damage per level of the
caster (5d4 max).
3 Call Lightning. Bolt of lightning deals 3d6 points of
electricity damage.
4 Sleet Storm. Icy storm hampers vision and movement.
5 Control Winds. Alter the direction and speed of the local
winds.
6 Chain Lightning. Lightning discharge deals 1d6 points of
damage/level.
7 Control Weather. Alter the weather in a local area.
8 Whirlwind. Raging wind damages and picks up creatures.
9 Wrath of the Heavens.* Creates hurricane-like effects.

mishima |

Eberwolf
M CG Halfling Rogue
8.17.12.14.14.14
hp: 7
ac: 16 (10+3dex+2leather+1size)
sv: 2.6.2 (+2 fear)
atk: +4 light crossbow, +5 thrown dagger, -2/-2 melee shortswords
Languages:
Common, Halfling, Goblin, Gnome
Feats:
2 Weapon Fighting
Skills: (40)
Sleight of Hand 4+3=7
Open Lock 4+3=7
Search 4+2=6
Disable Device 4+2=6
Move Silent 4+3+2=9
Hide 4+3+4=11
Listen 4+2+2=8
Bluff 4+2=6
Tumble 4+3=7
Climb 4-1+2=5
Creation Equipment: (200)
item cost weight
leather armor 10 7
light xbow 35 2
dagger(x2) 4 1
shortswords(x2) 20 2
thieve's tools 30 1
tanglefoot bag 50 4
oil(x3) 0.3 3
hooded lantern 7 2
flint/steel 1
caltrops 2 2
sack 0.1 0.5
alchemist's fire 20 1
spent 179.4 25.5 light load
20.6 remaining gold
I might adjust feat if we are not going to reach 3rd level.